Difference between revisions of "Classes:MechaHitler"

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== DECORATE Definition ==
 
== DECORATE Definition ==
  
  actor MechaHitler: {{Class|WolfensteinMonster}} 19
+
  actor <u>MechaHitler</u>: {{Class|WolfensteinMonster}} 19
 
  {
 
  {
 
   {{property|Points}} 5000
 
   {{property|Points}} 5000
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   {{property|DeathSound}} "hitler/mechadeath"
 
   {{property|DeathSound}} "hitler/mechadeath"
 
   {{property|SeeSound}} "hitler/sight"
 
   {{property|SeeSound}} "hitler/sight"
   +{{flag|Ambush}}
+
   +{{flag|AMBUSH}}
 
   states
 
   states
 
   {
 
   {

Latest revision as of 19:05, 16 January 2013

Note: Wait! Stop! Before you copy this actor's definition into your mod, remember the following things:
  1. You do not need to copy that actor, since it is already defined.
  2. In fact, it's not just useless, it's actually harmful as it can cause problems.
  3. If you want to modify it, or use a modified version, using inheritance is the way to go.
  4. The actor definitions here are put on the wiki for reference purpose only. Learn from them, don't copy them.
  5. There is only one exception: if what you want is changing Ammo capacity, you need to create a new type from Ammo.
Mecha Hitler
Actor type Monster Game MiniWolf3DLogoIcon.png
DoomEd Number 19 Class Name MechaHitler


Classes: ActorWolfensteinMonsterMechaHitler

Overview

The second seen incarnation of Hitler. This time it's the real thing encased in a suit of heavy mechanised battle armour, armed with four chainguns. When the armour is destroyed, Hitler pops out.

DECORATE Definition

actor MechaHitler: WolfensteinMonster 19
{
  Points 5000
  Health 850, 950, 1050, 1200
  Speed 1, 3
  MissileFrequency 0.01
  AttackSound "hitler/attack"
  DeathSound "hitler/mechadeath"
  SeeSound "hitler/sight"
  +AMBUSH
  states
  {
    Spawn:
      MECH A -1 NOP A_Look(0, 0, 0, 0, 360)
      stop
    See:
      MECH A 5 A_PlaySound("hitler/active") A_Chase
      MECH A 3
      MECH B 4 NOP A_Chase
      MECH C 5 A_PlaySound("hitler/active") A_Chase
      MECH C 3
      MECH D 4 NOP A_Chase
      loop
    Missile:
      MECH E 15 A_FaceTarget
      MECH F 5 bright A_FaceTarget
      MECH GFGF 5 bright A_WolfAttack
      MECH F 0 bright A_WolfAttack
      goto See
    Death:
      MECH H 5 A_Fall
      MECH I 5 A_Scream
      MECH J 5
      MECH K -1 A_SpawnItemEx("Hitler", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERPOINTERS)
      stop
  }
}